Commit Graph

66 Commits

Author SHA1 Message Date
Mike Beach
e556554c1c [UE-14230] Extending FMemberReference so it can properly represent global delegate signatures (and have a UPackage for the member's parent).
#codereview maciej.mroz, jaroslaw.palczynski

[CL 2527120 by Mike Beach in Main branch]
2015-04-27 12:46:38 -04:00
Ben Cosh
e328b9566a Minor change to limit levelscript blueprints to be consider from editor worlds only.
#Branch UE4
#Proj BlueprintGraph

[CL 2515570 by Ben Cosh in Main branch]
2015-04-17 04:47:41 -04:00
Ben Zeigler
337133cf4b #UE4 Fix it so changing level streaming in PIE does not cause ensures, this is a temp fix but needs review
#codereview ben.cosh

#lockdown Zachary.EdgertonJones
--------
Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2512573 by Ben.Zeigler on 2015/04/14 22:56:54.

[CL 2512574 by Ben Zeigler in Main branch]
2015-04-14 22:58:32 -04:00
Ben Cosh
af3a982e92 This fixes a problem cleaning up sublevels when they are removed.
#UE-10665 - when a sub level is removed it fails to remove any graph actions registered for itself
#Branch UE4
#Proj BlueprintGraph

#codereview dimitriy.dyomin

[CL 2511594 by Ben Cosh in Main branch]
2015-04-14 09:16:22 -04:00
Mieszko Zielinski
081999edde Non-unity compilation fixes #UE4
[CL 2509770 by Mieszko Zielinski in Main branch]
2015-04-12 04:18:08 -04:00
Ben Cosh
3b32522985 This change adds better tracking of changes in levels and worlds in order to keep the blueprint action database current.
#UE-10665 - when a sub level is removed it fails to remove any graph actions registered for itself
#UE-10962 - Blueprint level script functions are missing from action menu
#UE-7004 - Custom Events can't be called after changing level blueprint or switching maps
#Branch UE4
#Proj BlueprintGraph

#codereview Mike.Beach

[CL 2509582 by Ben Cosh in Main branch]
2015-04-11 10:23:56 -04:00
Mike Beach
9b9b54f208 [UE-12898] Guarding against invalid BP action database objects (ones that were pending deletion) from being registered later with the database.
[CL 2499009 by Mike Beach in Main branch]
2015-04-01 15:47:23 -04:00
Maciej Mroz
18d4b3b209 UE4, BP: Crash in BlueprintActionDatabase after HotReload
#codereview Mike.Beach

[CL 2477815 by Maciej Mroz in Main branch]
2015-03-12 19:24:11 -04:00
Maciej Mroz
938c7392e0 UE-10151 Performing a Hot Reload after changing a custom component code class can make the component unusable in Blueprints, or crash the Editor.
Native classes based on SceneComponent are not considered valid after hot reload.

#codereview Mike.Beach, Dan.Oconnor

[CL 2473235 by Maciej Mroz in Main branch]
2015-03-09 20:28:13 -04:00
Marc Audy
f2bda7c975 Fix shadowed variables
[CL 2468158 by Marc Audy in Main branch]
2015-03-03 17:20:43 -05:00
Matthew Griffin
280d04e676 [INTEGRATE] Change 2434174 by Dan.Oconnor@epic_3298 on 2015/02/05 16:17:50
[UE-8766] Add component nodes show up for blueprint defined components that have not been loaded

[CL 2446669 by Matthew Griffin in Main branch]
2015-02-16 03:50:03 -05:00
Jaroslaw Palczynski
33d90304eb Original fix by Michael Schoell:
"Fixes for multicast delegates (and K2Node_Events in general) to now use FMemberReference for finding their UFunction.

#jira UE-8391 - Crash occurs adding an Overlap Event for a component
#jira UE-7976 - Adding an on event for an actor in the level blueprint results in a crash"

I've change it a bit, so it don't require ObjectVersion.h edition as it's locked. My changes are located in:
* UK2Node_Event::Serialize
* UK2Node_ComponentBoundEvent::Serialize
* UK2Node_ActorBoundEvent::Serialize
* header K2Node_Event.h lines from 16 to 39.

This change works for now as a workaround. We will change that into proper deprecation fix after ObjectVersion.h lock lift.

[CL 2435347 by Jaroslaw Palczynski in Main branch]
2015-02-06 09:41:28 -05:00
Ben Cosh
391548a402 Fix for assert when refreshing the blueprint action database
#UE-8988 - Editor asserts if you hit compile on a blank level
#Branch UE4
#Proj BlueprintGraph

codereview Michael.Schoell

[CL 2430089 by Ben Cosh in Main branch]
2015-02-03 12:22:10 -05:00
Ben Cosh
d216da7107 this changelist fixes an issue with the blueprint action database holding onto object references via cached node templates which in certain circumstances caused problems switching levels.
#UE-8047 - Crashing on level open, opening level blueprint, saving level
#UE-5778 - Switching between levels after opening the level blueprint and saving can result in a crash
#Branch UE4
#Proj BlueprintGraph

#info This removes an issue whereby the an asset could refresh its actions without first clearing any cached node templates which can cause problems with GC, especially when switching levels after saving the previous level under a different name.

reviewedby mike.beach

[CL 2428354 by Ben Cosh in Main branch]
2015-02-02 13:08:06 -05:00
Dan Oconnor
700b762cc9 FBlurpint::OnChanged split into OnCompiled and OnChanged. Only difference is that we don't call RefreshEditors in the case of OnCompiled (we manually update displayed error information on the graph nodes)
Added Stats
Fixed bad delegate logic in BlueprintActionDatabase

[CL 2407793 by Dan Oconnor in Main branch]
2015-01-15 15:57:51 -05:00
Steve Robb
0756ef15b9 Delegate comparisons deprecated, lots of other associated code deprecated, and lots of warning fixups:
* Multicast delegate Add* calls now return FDelegateHandles, and Remove* calls are now all deprecated, except for a new Remove function which takes a FDelegateHandle.
* New FConsoleManager::RegisterConsoleVariableSink_Handle and UnregisterConsoleVariableSink_Handle functions which work in terms of FConsoleVariableSinkHandle.
* Timer calls which don't take FTimerHandles are deprecated.
* FTicker::AddTicker now returns an FDelegateHandle and is removed by an overloaded Remove function.
* DEFINE_ONLINE_DELEGATE* macros now define _Handle variants of the Add/Remove functions which return/take handles.
* Various other handle-based registration changes.
* Some unity build fixes.
* Some simplification of delegate code.
* Fixes for lots of existing code to use handle-based registration and unregistration.

#codereview robert.manuszewski

[CL 2400883 by Steve Robb in Main branch]
2015-01-08 09:29:27 -05:00
John Abercrombie
4e9ac6444a Merging using UE4-Fortnite-To-UE4 @ CL 2382284
[CL 2388856 by John Abercrombie in Main branch]
2014-12-15 15:29:48 -05:00
Ben Marsh
149375b14b Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -05:00
Mike Beach
ca6b50fc34 [UE-5075] Adding the ability to reload blueprints from disk.
#codereview Dan.OConnor

[CL 2372974 by Mike Beach in Main branch]
2014-12-01 19:02:24 -05:00
Laurent Delayen
a48d435e94 BranchingPoints refactor:
- BranchingPoints are now regular AnimNotifies, with their MontageTickType set to 'BranchingPoint' instead of 'Queued'.
- We now supported blueprints and AnimNotify_State as branching points!
- Old branching points are converted to custom AnimNotifies.
- Fixed AnimNotify tool tips not showing up.

#codereview lina.halper, benn.gallagher

[CL 2365358 by Laurent Delayen in Main branch]
2014-11-19 15:10:50 -05:00
Mikolaj Sieluzycki
f0a67f1e2b Prepare cpp files for header cleanup.
#codereview Robert.Manuszewski

[CL 2356845 by Mikolaj Sieluzycki in Main branch]
2014-11-12 04:18:54 -05:00
Mike Beach
ea8de1b1b5 Preventing duplicate function entries from showing up in the BP context menu (removing overridden functions from the action database).
[CL 2338646 by Mike Beach in Main branch]
2014-10-23 12:10:43 -04:00
Mike Beach
7a3da09345 Fixing issue where event nodes were using the skeleton class.
#codereview Nick.Whiting

[CL 2326122 by Mike Beach in Main branch]
2014-10-10 19:13:43 -04:00
Mike Beach
3e920fcfdc Properly cleaning up level-script references on level change.
TTP #349207

[CL 2326003 by Mike Beach in Main branch]
2014-10-10 17:48:56 -04:00
Dan Oconnor
f28bd02080 Moving EdGraphNode_Comment into Editor, out of Runtime/Engine
[CL 2321789 by Dan Oconnor in Main branch]
2014-10-07 16:39:44 -04:00